Fantastic Fire

Creating a Character

Primary Abilities

Or just Abilities.

Spread ten dice out between the following abilities:

  • Fighting (F) – generally kicking butt in some form
  • Resilience® – ability to take a butt kicking and still dish it out
  • Subterfuge (S) – sneaking around and doing agile stuff
  • Magic (M) – the mystic arts
  • Understanding (U) – knowledge and broad experience
  • Interaction (I) – dealing with beings in a social fashion

No more than 8 dice may go in any one ability.


If you don’t have an idea for how to distribute your dice, select one of the templates below:

  • Barbarian – F6, R2, U2
  • Bard – F2, M2, I6
  • Berzerker – F4, R6, I2
  • Brigand – F4, R4, S2
  • Champion – F4, R4, I2
  • Duelist – F6, S2, I2
  • Explorer – F2, R2, S2, U2, I2
  • Hermit – R4, S2, U4
  • Holy Warrior – F4, R4, M2
  • Priest – M2, U4, I4
  • Ranger – F2, R4, S2, M2
  • Rogue – F2, S2, I6
  • Sage – M2, U6, I2
  • Scout – F2, S6, U2
  • Soldier – F4, R4, I2
  • Sorcerer – R2, M6, U2
  • Spy – F2, S4, I4
  • Trader – S2, U2, I6
  • Warrior – F6, R2, S2
  • Warrior Mage – F4, R2, M4, U2
  • Wizard – M4, U4, I2

Once you’ve selected a template, play around with the ability ratings to make the character better fit your vision for them if you like.

A Note on Generalists

It might be tempting to make a character who has one or two dice in everything (the Explorer template above comes close). Some players may enjoy playing characters who are able to participate a bit in every activity. But note that such characters will never be the go-to guy for any particular sort of action. There will almost always be somebody better than them in their group at everything they try.

Secondary Abilities

Once primary abilities have been selected, the player may then select a number of secondary abilities. For every die taken in a primary ability, the player may select an equal number of dice in secondary abilities. If the player has more than one die in an ability, these dice must be split up between two or more secondary abilities.

Secondary abilities must relate to the ability from which they come. Here are some examples:

Typical Secondary Abilities


  • Swordplay
  • Knife-fighting
  • Archery
  • Throwing
  • Martial Arts
  • Tactics


  • Toughness
  • Endurance
  • Health
  • Resistance (Poison, Heat, Cold)


  • Sneaking
  • Climbing
  • Leaping
  • Sprinting
  • Balance
  • Camouflage
  • Tracking


  • Elemental Magic (Air, Earth, Fire, Water)
  • Healing
  • Circles of Protection
  • Spirits
  • Divining
  • Enchanting


  • Geography
  • Language (select one)
  • Herbs
  • Customs
  • History
  • Perception


  • Trading
  • Diplomacy
  • Intimidation
  • Charm
  • Guile

The GM will allow the player to make up any reasonable equivalent secondary ability that fits the category.


Each character starts out with whatever equipment seems appropriate. Most will have no mechanical effect, and the player does not have to enumerate these items before play.

Special Equipment

They also, however, get to indicate several items that are particularly good for certain things. Three items can be listed as +1 items, and one can be listed as +2. These add this many dice to the character’s pool, when the GM rules that they’re appropriate to use in a resolution. For instance a monstrously large sword might give +2 to most fight rolls, but the GM can rule that it doesn’t work while fighting in a crawl-space. A +2 Sharpedge Dagger might work in that crawlspace, but the GM might rule that it doesn’t help when trying to intimidate somebody (whereas he may rule that the big sword would help).

Examples of Special Equipment

  • Good Weapon +1
  • Really Big Weapon +2
  • Sharp Weapon +1
  • Magic Weapon +2
  • Heavy Armor +1
  • Well Made Armor +1
  • Magic Armor +2
  • Bag of Money +1
  • Very Valuable Bauble +2
  • Very Soft Boots +1
  • Magic Silent Boots +2
  • Magic Wand +1
  • Magic Staff of Power +2
  • Exceptional Clothes +1
  • Ring of Charming +2

Equipment Rolls

Acquiring New Equipment

To gain new equipment from an NPC by trade, a character must roll to see if they succeed (usually this will be an Interaction roll). When doing so, a player must put up a bit of the character’s equipment – often some sort of loot, but it can be anything – that they’re offering to trade. If the roll is successful, the item is traded. If the roll fails, then the character may try again, but must trade an item with a larger bonus.

It is rare to find an NPC with anything larger than +1 items to trade, and exceptionally rare to find one with anything larger than a +2 (and the GM may well rule that the NPC simply will not part with such items for any price). Usually objects of this much power must be acquired through heroic acts.

I Have One Right Here

Sometimes a player may want their character to have a bit of equipment that has never been introduced into play before (not written down on the character sheet), and seems like something that the character could plausibly have; but the item is also very convenient to the situation. To avoid characters always having exactly what they need, under these circumstances the GM should have the player roll to see if they have such an item. The GM will set the difficulty pool for this resolution low if it seems likely that the character would have the item, and high if it seems unlikely.

This roll will usually be against the character’s Understanding.


Dice Pool

Each player participating in a conflict generates a pool of dice to roll, based on the abilities and equipment that they have that pertains.

Primary Ability

GM selects the primary ability for the situation. But see the Magic rule below. Dice equal to the rating of the ability are added to the pool.


The Magic Ability can be used in any situation to substitute for the primary ability decided upon by the GM. However, magic is subject to special laws that the user must follow in order for it to work. Before using magic, a resolution must be made to see if the character can use magic in the current situation, and if there are any negative repercussions of doing so.

Secondary Ability

Player describes their action in such a way as to get one of their secondary pools into play (usually one from the same ability). Dice equal to the rating of the ability are added to the pool.


The character can use one piece of equipment each round that pertains to the contest, and dice equal to it’s bonus are added into the pool.


If the opposing side is an active being they will have abilities that they can use to form an opposing pool. If the resolution is against something else, the GM will select a pool of dice that represents the difficulty involved.

Reading The Results

All sides involved roll their dice.

Fantastic Fire

Beer Run Mike_Holmes